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Hi,
I've just released a Tile Generator asset that can generate seamless brick and hexagon tiles.
https://techie.se/?p=gallery&type=houdini_assets&item_nr=5
I plan on adding additional tiles soon.
tile_generator.mp4

Hello all,
I have a question that apparently has been asked a few times in here and in the side fx forums but i still couldn't find the answer that i'm looking for and maybe some expert can help. So, i created an asset in houdini to use in Maya through the "houdini engine" plugin and it works perfectly, Side FX nailed the connection between the softwares. However, after closing Houdini, turning the machine off, going home, comeback to work and turn everything on again, it seems that i lost the ability to edit the asset throught the "type properties" window.
First, the "type properties" window doesn't accept anything that i drag and drop in it. Second, even if i manually create parameters in the window, nothing is saved. Does anyone know if i can edit an asset after the Houdini scene is closed? If so, what would be the procedure? I'm using Houdini 16.5.405.
Any help would be appreciated. Thanks!

Hi,
I've just released my Seamless Geometry asset: http://techie.se/?p=gallery&type=houdini_assets&item_nr=3
It has two modes:
Seamless Geometry - makes input geometry seamless and works with polygons, polylines and points.
Seamless Instancing Points - relaxes/displaces/orients/scales/deletes input points using seamless noises to prepare them for instancing with a copy node.

Hi there,
I'm trying to build an particle asset to use in C4D.
I want the particles to get the velocity of my object.
It's working fine in Houdini, but when I import the asset in C4D, the particles are emitted on the object even it's moving, but it's not computing the velocity.
Is anyone know if it can be done ?
Thanks,
Charles

Hey magicians,
I'm trying to make a mushroom asset just to practice, wanted to share to ask for some feedback.
Couple of questions:
1) Right now is kinda slow because of the resolution, is better to work on a slower mesh and at the final add a subdivide?, or maybe work with vdbs?
2) If I want to make for example, different kind of inner noise designs and have a dropdown, how do I do that? what should I pick in the parameter interface and how I link the end result of each design noise?
3) Right now the numbers on the parameters are kinda weird, should I start using fit range nodes on vops?
Here are some samples, this is my first try at modeling and making an asset so any advice on optimizing and make it better is more than welcome, still a work in progress, want to make adaptable to all kind of mushrooms (in a future I would like to animate a growth, should I be carring of that now? or at the end of having all the stuff?
Thanks to @konstantin magnus for the hip on how to make the gills
Thanks!
Mushroom_Asset.hip

This tutorial goes over from start to finish the creation of a rudimentary fence asset that can easily be expanded upon. This is an introductory lecture on procedural modeling in Houdini I gave at Drexel University's SIGGRAPH chapter as a Junior Animation & FX major.
Let me know if you have any questions, enjoy!
Link To Demo File:
drive.google.com/open?id=0B--RBrg9u--oWkNDU2ZUYnFpUjQ
Link to Documented File:
drive.google.com/open?id=0B--RBrg9u--odEhVYnluaFRGeGs

Hey Guys!
I have a pretty newbie question about some Python and HDA interaction.
So in a nutshell I'm trying to create an HDA with implemented Python script which does the following:
1. I have an Original Geo, which is object merged in my HDA.
2. I select some primitives on my original geo (or on the HDA).
3. After I selected my primitives, with a press of a button on my HDA, the selected primitives will be added to a group's pattern parameter inside my HDA.
4. And of course it would be great if this could work with a relative reference, so if I copy my HDA multiple times it'll update the groups within the correct HDA.
I have this code so far:
import toolutils
viewer = toolutils.sceneViewer()
geo = viewer.selectGeometry()
s = geo.mergedSelectionString()
# How can I make THIS PATH relative reference?
n = hou.parm('/obj/Colorzied_Geo_Asset_1/Colorized_GEO/group1/pattern')
n.set(s)
I put together a pretty simple example file and the hda, which will hopefully help you guys understand what I'm trying to achieve.
In case my explanation is a little confusing. selectedPrims_python_problem_v001.hip colorzied_geo_asset.hda
Any help or nudge in the right direction would be greatly appreciated!
Thanks in advance!
Best,
Laszlo

Hi,
when creating channel defaults inside digital asset I can set it as a value or hscript expression. Is it possible to set it to python expression?
A way would be to create OnCreated script which will assign expression to a channel, or use some hscript for executing python command.
But I am curious if there is another - better way
Juraj

Hi guys.
I want to create an asset for copystamping which will allow to connect or disconnect SOP inputs. Would be nice if asset allow to use different input numbers of instance at a time (connect/disconnect necessary objects) and switch between instances.
I can manually create a CopyStamping asset if I have a static number of inputs and if I know a number of input objects which switch operator will use (basic copystamping technic).
I've dug out some info and looks like it's best way to create the asset with a callback scripts. But I'm not familiar with callback scripts and python enough. May be some body can help me with that or have a links for similar solution.
Thank you.

Hi,
I'm attempting to create a digital asset via python scripting and would like to set up some of the parameters and interface as part of that process.
I've had success creating parameters and arranging the interface for normal nodes (spare parameters), but taking the same sort of approach with an asset only appears to be half working.
Here is my debugging example code:
hou.hipFile.clear() # just whilst we're testing; do a fresh start
objNode = hou.node('/obj').createNode('geo')
objNode.setName('myAsset')
if objNode.canCreateDigitalAsset():
objNode = objNode.createDigitalAsset(
name='test::myAssetA',
description='myAsset',
hda_file_name='/tmp/foo_v001.hda',
)
parm_group = objNode.type().definition().parmTemplateGroup()
first = parm_group.findFolder('Transform')
folderTemplate = hou.FolderParmTemplate('myFolder','My Folder')
buttonTemplate = hou.ButtonParmTemplate('myButton','My Button')
folderTemplate.addParmTemplate(buttonTemplate)
parm_group.insertBefore(first,folderTemplate)
objNode.type().definition().setParmTemplateGroup(parm_group)
What I'm hoping to do here is create an asset, add a folder as the first item in the interface, and add a button to that folder.
Like I said, this sort of seems to work - if I then go to the Edit Opertator Type Properties dialog I see the parameters listed as expected. Weirdly though, all the pre-existing folders are now renamed to match the new folder I added (i.e. myFolder_1,myFolder_2 etc).
Then when I look at the interface in the parameter editor, 'myFolder' appears as a check box instead of a folder and the custom UI elements are drawn last rather than first. (see attached screen grab).
So, the question is - am I going about this the wrong way (likely), or do you think this might be a bug (happy to log if so)?
cheers
Ben

Hi - I've got a feeling I'm coming about this from the wrong angle, but does anyone know if it is possible to programmatically export a subnet as an digital asset, without actually turning it into an asset?
I'm looking for an equivalent to hou.Node.createDigitalAsset(), but which doesn't turn the source into an asset in the current session. Something like exportAsDigitalAsset()....
If this seems backward or bizarre, please do say and I'll elaborate on the motivations. See if there's a better way of coming at it.
thanks
Ben

Hi.
I like to decorate my assets in some common style. Is there a way to generate some default template for digital asset when it's created? For example when I press Create Digital Asset... I would like to have separator/label/separator trio added by default.
Can it be done?
Thanks!

Hey guys, I like to hear about your workflow, in regards alembic assets, material assignment and organization.
my main concern is applying shaders inside alembic root node for pieces, when I rebuild/update the asset, I lost all my shaders connections.
How u handle that? What´s the suitable approach in day production basis when assets still changing or refining?
Thanks

Welcome,
I made myself a DA dealing with locally morphing geometry based on a distance from a locator. I just used a custom attribute, which value was dependent on a centroid of a locator, then imported this attribute into a VOP SOP and used a little bit of math to get a falloff distribution outwards the locator point, and blend between source and target geometry.
Now, how to do the same for locally blending shaders/ textures ( I am not very experienced at VOP materials)? I cannot import attribute here, from what I see I can get attribute values by referencing a file on disk, not a node directly. How about making a digital asset for locally morphing textures then? Maybe I am looking in a wrong place?
Thanks in advance,

Hi everyone,
I am working on a bullet hit asset for a project and am facing a problem. I've looked at the other bullet hit asset examples and they all seem to have a gun and an aim which generates the impact point. However, I want to have say a wall geo and the user should be able to select the impact points and the frames on which they should become active i.e the frame on which the wall should be displaced in the region around the impact point. Any ideas if this is possible?